Zelda III: Hyrule Explorer
Zeldix :: Zelda III Hacking :: Hacks Database :: Finished
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20161227
Zelda III: Hyrule Explorer
Patch Download:
http://www.romhacking.net/hacks/4399/
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This is my first attempt at a hack (actually it is merely a modification) of A Link to the Past.
As you all know, ALttP enforces a very linear order of the dungeons (at least until you've played a large part of the game). This minimizes the exploration aspect to a large extend. The goal of this hack is to remove the linearity as much as possible, without changing anything substantial. In fact, I would very much prefer if the changes are completely unnoticeable if not invisible.
Obviously, it would not make sense to allow access to everything at any time. There are a few necessary "sync points" for the story: Link needs all pendants to get the Master Sword, to fight Aghanim, to transfer to the Dark World. Link needs all crystals to access Ganon's tower. Etc. I tried, however, to allow an as arbitrary as possible order to get the crystals and pendants, respectively.
Quite likely, someone has had this idea before. I could, however, not find a released hack.
So far, the
- Changes:
- These have screenshots and detailed descriptions. So, actually: Spoiler!
- Light World / Pendant order:
- The Pegasus Boots are in a chest in the bombable room behind Sahasrahla. He promises them to you for after you beat the Eastern Palace. But you can "borrow" them from his storage room early. In case you do, and return to him after you beat the Eastern Palace, he'll not mention the boots - He's a polite guy after all.
- The Pegasus Boots dialog now starts "You got" instead of "He gave" to reflect the above change.
- The Pegasus Boots alternative item (which you get from the chest if you have the boots already) is set to 100 rupees. The boots replace the 3 bombs in the middle. The 3 bombs are moved to the right replacing 50 rupees.
- The large stone blocking the entrance to Death Mountain is now a dashable pile.
- Remodeled the fence next to witch's hut to allow entrance to Zora's waterfall without the Power Glove.
- The Pegasus Boots are in a chest in the bombable room behind Sahasrahla. He promises them to you for after you beat the Eastern Palace. But you can "borrow" them from his storage room early. In case you do, and return to him after you beat the Eastern Palace, he'll not mention the boots - He's a polite guy after all.
- Dark World / Crystal order:
- The hammerable barrier on the bridge south of the pyramid is now "broken" (presumably by the mad bombing of the angry Hinox!?).
- The dark stones at the bird landing point in the desert are now light stones. Misery Mire can be entered without the Titan Mitts.
- The fence below Thieves' Town is remodeled. You can now enter Thieves' Town via jumping the digging game fence - but only after you paid the fee.
- Remodeled the fairy island to allow access to the Ice Palace with hammer or Titan Mitts.
- The hammerable barrier on the bridge leading to Turtle Rock is now partially replaced by dark stones. Hence, Turtle Rock can be reached (but not entered!) with hammer or Titan Mitts.
- The hammerable barrier on the bridge south of the pyramid is now "broken" (presumably by the mad bombing of the angry Hinox!?).
- Dark World / Dungeons:
I have some things left to change, which are probably trivial for you guys.
So, if anyone could give me some pointers for these...
- Questions:
Is it possible for Sahasrahla to have a different dialog depending on whether you already have the boots or not?(Problem solves itself: Elder does not mention the boots if you have them already. Actual problem of getting boots twice (if first from elder then from chest) is solved by having an alt chest item.)It seems, the digging game is closed if you don't have the Titan Mitts. Can this be changed?(This works as intended. The problem was likely my messed up save.)How to set-up a damaging pit next to the Digging Game (to allow access to Thieves' Town via hookshot / bomb jump)? (Needs a different solution. Only one overworld area can have damaging pits. I don't want to remove that status from area 05 (broken death mountain bridge).)(Not needed because of above point.)Should the ROM checksum be fixed?!(Yes/maybe. For the final version ...)
And some other things ...
- To-Do:
Witch's garden could be nicer...(Played with it. Actually, it blends in pretty good already.)- Title screen
I'd certainly appreciate if someone finds something that could be changed to further remove dungeon-order restrictions without removing riddles or the like. Also, if I made mistakes somewhere, please let me know. Thanks!
- md5 checksums:
- Code:
608c22b8ff930c62dc2de54bcd6eba72 original
d0b3f8fd5ae94955c904728007601ae0 ips patch v0.1
134f27a3ddec51b7fd51b9ddc1c50568 patched v0.1
ba12e71cf17f636295798a22193bc037 ips patch v0.2
1159249e3b917fe29c46cbf26086f6b4 patched v0.2
Last edited by SePH on Thu 23 Jul 2020 - 17:26; edited 7 times in total
eyeballkid- Since : 2016-12-26
Zelda III: Hyrule Explorer :: Comments
Conn wrote:
when restoring the lower original marked bytes the sequence is fixed
This is absolutely genius! Thanks so much
I should definitively sit down and learn how this is done... I suppose you found the offending bytes with the debugger? There wouldn't be some kind of tutorial around that gets one started with this?
Great I was able to fix. I have 15 years experience in coding, so I know where to look, and how to work with a debugger. The technique I used was to debug the original and the manipulated corrupt rom with trace once, first logs making anything but trigger the bugged event (pulling the lever). Then I disabled the hook and set it again, triggering the event.
The result is two logs for each rom. I discard the first log (where superfluid actions are logged like walking and such). So the second log contains only the action of interest. Comparing the original with the corrupt log (without the superfluid actions discarded it was only 62 kb long) revealed a change in the X-register. So I searched where this change occurs and restored these bytes (given addresses above).
... and here we go.
As said, I have a lot practical experience, but for somebody without much asm experience finding such stuff is out of reach.
The result is two logs for each rom. I discard the first log (where superfluid actions are logged like walking and such). So the second log contains only the action of interest. Comparing the original with the corrupt log (without the superfluid actions discarded it was only 62 kb long) revealed a change in the X-register. So I searched where this change occurs and restored these bytes (given addresses above).
... and here we go.
As said, I have a lot practical experience, but for somebody without much asm experience finding such stuff is out of reach.
Conn wrote:[...] for somebody without much asm experience finding such stuff is out of reach.
OK, here I see my problem
I understand what you explain in theory. I know how to use a debugger (e.g., gdb) for "regular" code. The methodology is obviously very similar. But the assembler code is simply unreadable for me... So, probably I should learn asm.
I thought the further problem was on a different address, since the code might use a pointer and jump there. I wonder if there is a pointer to around 0271C0 in the section around 00CBAD.
Yes, the pointer is this one:
$01/CC9F= pc 00CC9F (a bit later executed after 00cbad)
$04:F1CD=pc 0271cd (your pointer)
- Code:
$01/CC9F B7 B7 LDA [$B7],y[$04:F1CD] A:F1CD X:0034 Y:0000
$01/CCA1 C9 FF FF CMP #$FFFF A:A11B X:0034 Y:0000
$01/CC9F= pc 00CC9F (a bit later executed after 00cbad)
$04:F1CD=pc 0271cd (your pointer)
Hi, any chance to get this working with the Master Quest hack?
https://www.romhacking.net/hacks/601/
Thanks.
https://www.romhacking.net/hacks/601/
Thanks.
zeldaistehbest wrote:Hi, any chance to get this working with the Master Quest hack?
https://www.romhacking.net/hacks/601/
Thanks.
Hey! Did you try simply applying the two patches consecutively? Especially in both possible orders ...
EDIT: I gave it a quick try. Applying the Master Quest patch first, and the Hyrule Explorer patch second seems to work fine.
Hopefully it works. I'll try it out... Now I wonder if you can combine Master Quest, Redux and Hyrule Explorer.
Thanks!
Thanks!
zeldaistehbest wrote:Now I wonder if you can combine Master Quest, Redux and Hyrule Explorer.
I also gave that a quick try, but Master Quest + Redux already fails...
If you honestly think that combning random different IPS patches is a good idea, think again. While the game "might load", combining any multiple IPS patches is a bad idea, and will most surely produce bugged roms. You need to know exactly what the IPS is doing via hex and make sure the same hex space is not affected, but it usually is, so...
Conn wrote:You can use this program to check the compatibility:
https://www.romhacking.net/utilities/1080/
In principle, very good idea! But Master Quest comes only as .bps / .ups, which the patch checker cannot handle... In principle, one could make an .ips from the patched ROM and then check, though.
Puzzledude wrote:If you honestly think that combning random different IPS patches is a good idea, think again. While the game "might load", combining any multiple IPS patches is a bad idea, and will most surely produce bugged roms. You need to know exactly what the IPS is doing via hex and make sure the same hex space is not affected, but it usually is, so...
Sure. This could very well not work... Hence, I said that I only gave it a quick try and the resulting ROM still loaded fine. That doesn't mean that it isn't broken at a later stage... However, someone interested in combining the different patches is the perfect candidate for testing the result - as they are obviously interested in it anyway.
In general, if the ROM structure was changed during the modifications two patches will most likely not work together as they assume specific parts of the ROM at wrong addresses.
I'd assume that if Hyrule Magic was used for both patches, the ROM will have basically the same structure. In that case, the patches should work more or less as intended.
In summary, what I meant to say is: I only tried if the ROM is not completely broken when combining these patches. In that cases it might be worth to "test by playing" whether it works. MQ+Redux broke right away, which means it will be more involved to get that working.
For anyone interested, there's a new version (v0.4) in the RHDN submission queue and attached to the first port here which contains a small adjustment to the big-chest room of Thieves' Town. Now it should actually be possible to get the Titan's Mitt before the hammer
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